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Very Rare Magical Goods

Non-attunement Items


The following are non-attunement magical items that are very rare.
 

Armour

Magical sources placed onto armour are often, but not always, related to defense or stealth.
 
Dwarven Plate (50,000gp): This must be heavy armour, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
 
Dragonhide Armour (75,000gp): While wearing this armour, you have advantage against dragon Frightful Presence and Breath Weapon abilities. You are also resistance to the same type of damage used by the original dragon.
 
 

Jewellery

Magical spells worn or woven into gemstones worn on ones person.
 
Amulet of the Planeswalker (120,000gp): While wearing this amulet, you can cast Plane Shift, naming a location you are familiar on another plane. If you fail the DC 15 Intelligence check, you and each creature and loose object within 15 feet is teleported to a random destination together.
 
Ioun Stone of Adaptation (150,000gp): While this scintillating dodecahedron orbits your head, you gain the ability to become temporarily resistant to types of damage you have suffered. After you take damage, you gain resistance to that type of damage for one minute. This resistance does not apply to the triggering damage, however. You may only be resistant to one type of damage at a time. This feature recharges on a short rest.
 
Ioun Stone of Avoidance (150,000gp): While this purple icosahedron orbits your head, you gain magical protection from damaging effects. If subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
 
Ioun Stone of Catapult (150,000gp): While this light blue pearl orbits your head, allowing you to cast Catapult at will as a bonus action.
 
Ioun Stone of Displacement (150,000gp): While this black rhomboid orbits your head, you project a magical illusion that makes it appear you are standing in a slightly different location, causing attack rolls against you to have disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted while you are Incapacitated or have a speed of 0. This trait does not work against enemies with Truesight.
 
Ioun Stone of Fortitude (150,000gp): While this amber octahedron orbits your head, you have temporary hit points equal to 5 x your Constitution modifier. Once you lose these hit points you regain them at the end of a long rest.
 
Ioun Stone of Menace (150,000gp): As this red, needle-shaped stone orbits your head, you can use your action to project a menacing presence. Each creature of your choice that is within 30 feet of you and aware of you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. The DC for this saving throw equals 8 + your proficiency bonus + your choice of Intelligence, Wisdom, or Charisma modifier. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You regain this ability after a long rest.
 
Ioun Stone of Mindfulness (150,000gp): While this purple spindle orbits your head you are immune to the Charmed and Frightened conditions. Additionally, you are also immune to the Modify Memory spell.
 
Ioun Stone of Obedience (150,000gp): While this gold and silver orb orbits your head, all beasts within 60 feet of you that have an Intelligence score of 2 or lower are Charmed by you and aggressive toward creatures you consider hostile.
 
Ioun Stone of Restoration (150,000gp): While this glowing white diamond orbits your head, you may touch someone and endow them with healing energy. The target magically regains 4d8 + 2 hit points and is freed from any curse, disease, poison, Blinded, or Deafened. You cannot use this feature again until you finish a short or long rest.
 
Ioun Stone of Static (150,000gp): While this jagged violet stone orbits your head, you can use your reaction to deal 4d4 lightning damage to creatures within 5ft of you.
 
Ioun Stone of Stillness (150,000gp): While this black torus orbits your head, you gain an unnatural ability to remain still. You have advantage on Stealth checks, even when moving. If you have made a successful Hide check and used none of your movement, you are Invisible to creatures using Blindsight or Tremorsense.
 
Ioun Stone of Venom (150,000gp): This undulating droplet of emerald endows your strikes with poison. While it orbits your head, you may add poison damage equal to your proficiency bonus when you hit with a weapon attack that does piercing or slashing damage.
 
Ioun Stone of Agility (200,000gp): This stone increases your Dexterity and Dexterity maximum by 2.
 
Ioun Stone of Fortitude (200,000gp): This stone increases your Constitution and Constitution maximum by 2.
 
Ioun Stone of Insight (200,000gp): This stone increases your Wisdom and Wisdom maximum by 2.
 
Ioun Stone of Intellect (200,000gp): This stone increases your Intelligence and Intelligence maximum by 2.
 
Ioun Stone of Leadership (200,000gp): This stone increases your Charisma and Charisma maximum by 2.
 
Ioun Stone of Strength (200,000gp): This stone increases your Strength and Strength maximum by 2.
 
 

Spellcaster Foci

These are spellcaster foci, but with additional spell affects woven into the items for variety of affects.
 
Wand of Polymorph (50,000gp): 7 Charges While holding this wand, you can expend a charge to cast Polymorph. The wand regains 1d6 +1 expended charges on a long rest.
 
 

Wondrous Items

Magical items that do not fit into the above catagories.
 
Bowl of Commanding Water Elementals (50,000gp): This bowl allows you to conjure 3 gallons worth of elemental water per day. You can also use it to cast the Summon Elemental (water form only) once per long rest.
 
Brazier of Commanding Fire Elementals (50,000gp): This brazier can be lit to provide 1 hour of elemental fire source per day total. You can also use it to cast the Summon Elemental (fire form only) once per long rest.
 
Censer of Commanding Air Elementals (50,000gp): This censer can be lit to provide 1 hour of scent per day. You can also use it to cast the Summon Elemental (air form only) once per long rest.
 
Stone of Commanding Earth Elementals (50,000gp): This stone is rather heavy. You can also use it to cast the Summon Elemental (earth form only) once per long rest.
 
Carpet of Flying, Large (55,000gp): This magic carpet is 3 feet by 5 feet, has a weight capacity of 200lb and a flying speed of 80ft.
 
Carpet of Flying, Huge (60,000gp): This magic carpet is 4 feet by 6 feet, has a weight capacity of 400lb and a flying speed of 60ft.
 
Carpet of Flying, Massive (65,000gp): This magic carpet is 6 feet by 9 feet, has a weight capacity of 800lb and a flying speed of 30ft.
 
Figurine of Power, Superior Beast (68,000gp): This golden figurine is carved into a particular type of beast, and allows you to summon a spiritual creature as if casting Find Steed at fourth level. The creature can stay active for 8 hours before transforming back into the figurine. This ability recharges on a long rest.
 
Golden Pearl of Power (100,000gp): While this pearl is on your person, you can use an action to speak its Command Word and regain one expended spell slot. If the expended slot is of 6th Level or higher, the new slot is 5th Level. Once you have used the pearl, it can't be used again until your next long rest.
 
Candle of Invocation (120,000gp): These are relics of immortal beings, both living and gone. When lit, the candle opens a Gate spell to the deities/demon lord/primordials realm.
 
Royal Writ (200,000gp): A powerful magical item that casts a Geas on you, while also binding your liege to the tenants of the agreement. These items are often used by rulers to bind their more important subjects; Barons, Archmages, members of the nation who earn unique freedoms and privleges.
 
 
 

Attunement Items


They require a significant portion of magical power compared to the non-attunement items, with most characters being limited to three active at any one time.
 

Armour

Magical sources placed onto armour are often, but not always, related to defense or stealth.
 
Armour of the Forgotten Champion (90,000gp): 3 Charges When you are dealt damage, you can expend 1 charge and use a reaction to regain temporary hit points equal to the damage done. You regain 1d3 charges on a long rest.
 
Armour of the Djinn (100,000gp): In addition, you can use an action to cast the Haste spell on yourself. Once used, this property of the armor can’t be used again until the next dawn.
 
Efreeti Chain (120,000gp): This incredibly thin and delicately woven true brass shirt does not require armour proficiency to wear, but behaves like Brigandine armour for the purposes of calculating armour class and armour tags. While wearing it you are immune to fire damage from an elemental source or creature, immune to nonmagical fire, and resistance to all other sources of fire.
 
Shield of Illmater (150,000gp): 10 Charges This religious relic allows you to protect your allies at the cost of making you more vulnerable to damage. You can use a bonus action and expend as many charges as you like to reduce your AC and increase an allies within 60ft. This alteration lasts for 1 minute, and you can select multiple people to benefit from this change in defense. You regain 1d6 +4 charges per long rest.
 
Flame Drinker Shield (160,000gp): 4 Charges This shield was crafted by a powerful order of Paladins that delved into the Elemental Plane of Fire. The wearer is immune to nonmagical fire damage, and resistant to magical fire damage. You can cast the following spells: Burning Hands at 3rd level (1 charge), Consume Flame (2 charges). You regain 1 charge every time you would take fire damage (even damage you are immune to).
 
Hypnotic Shield (180,000gp): 3 Charges A shield with a swirling pattern of glyphs that can mesmerize a melee attacker. While wielding this shield, you can use a reaction to expend a charge to have a creature within 5 feet of you make a Wisdom saving throw. On a failed save, they suffer from the effects of the Hypnotic Pattern spell until the end of your next turn. You regain 1d3 charges on a long rest.
 
Armour of Eshowdow (200,000gp): 4 Charges While wearing this armour you are resistant to lightning and necrotic damage. This armour allows you to cast Dancing Lights. You can use a reaction to explode on of the motes of light. All creatures within 15ft must succeed on a Charisma saving throw or be Stunned for 1 minute. Once used this way, the Dancing Lights spell has one fewer motes. You regain 1d3 +1 motes on a long rest.
 
Sanguine Shield (250,000gp): 3 Charges When an attack misses your AC by an amount equal to your shield bonus, you can expend 1 charge to cast Vampiric Touch as a reaction. You regain 1d3 charges on a short rest.
 
 

Clothing

These are magical items that are worn on your person and are often available in a variety of cuts and designs.
 
Amulet of Dramatic Death (50,000gp): This amulet was first crafted by a renowned Waterdhavian Arcane Trickster, but became rather popular in Westgate during the rise of the Church of Man. This item can only be used once bloodied. You can use a reaction from taking damage to cast Mislead. Your illusory duplicate then suffers a loud and dramatic death while you can slip away. The duplicate is physically tangible, but dissolves into shadowstuff after 1 minute. This ability recharges on a long rest.
 
Belt of Cloud Giant Strength (60,000gp): Wearing this belt changes your strength score to 26.
 
Gloves of the Ravenguard (75,000gp): 10 Charges While wearing these gauntlets, you can expend between 1 and 5 charges to cast either Cure Wounds or Inflict Wounds. These gloves regain 2d4 +2 charges on a long rest.
 
Belt of Firbolg Journeyman (85,000gp): While wearing you have a strength score of 26, and can has Enlarge/Reduce once per day on yourself, recharging on a long rest.
 
Cloak of the Autumn Court (100,000gp): This cloak provides you advantage on Stealth checks, and while under the benefits of partial cover all damage is halved against you. This ability can be used 3 times before the next short rest.
 
Robe of the Bloodstep (120,000gp): A robe that is said to be made using vampiric methods, this robe will reward you for slaying your foes. While wearing this robe when you kill a creature within 60 feet, you can use your movement to teleport through the blood left by the creature to be within 5 feet of it.
 
Belt of Storm Giant Strength (150,000gp): Wearing this belt changes your strength score to 30, and perimently increases your size catagory by 1.
 
Helm of Brilliance (200,000gp): This helm contains 1d10 magical diamonds (Prismatic Spray), 1d10 rubies (7th level Wall of Fire), 1d10 fire opals (Delayed Blast Fireball), and 1d10 opals (7th level Daylight). As long as there is one diamond the helm deals 1d6 radiant damage to any undead within 30ft, one ruby and you have resistance to fire, and fire opal your weapons deal an additional 2d6 fire damage.
 
Robe of Stars (250,000gp): 6 Charges While wearing this robe, you have advantage on saving throws against spells, and you can expend 1 charge to cast 5th level Magic Missile, or enter/exit the Astral Plane. You regain 1d6 charges on a long rest.
 
Will of the One (300,000gp): 6 Charges The helm allows the wearer to more easily “center” themselves, maintaining concentration and focus. You
have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. The wearer gains immunity to the Charmed condition. Allows the wearing to cast the following spells; Bless (1 charge), Sanctuary (1 charge), Calm Emotions (2 charges), Beacon of Hope (3 charges). The helm regains 1d4 +2 charges on a long rest.
 
 

Jewellery

Magical spells worn or woven into gemstones worn on ones person.
 
Ring of Regeneration (75,000gp): While wearing this ring, you can cast Regenerate, you regain this ability after a long rest.
 
Crown of the Black Pearls (100,000gp): 10 Charges While wearing this crown, you have a swim speed of 60ft and the ability to breath underwater.
You also have the ability to cast the following; Shape Water (0 charges), Create or Destroy Water (1 charge), Wall of Water (3 charges), Water Walk (3 charges), Tidal Wave (4 charges), Maelstrom (5 charges). This crown regains 1d6 +4 charges on a long rest.
 
Headband of Overwhelming Intellect (250,000gp): While worn grants you 24 intelligence, and makes you immune to the affects of Feeblemind.
 
 

Spellcaster Foci

These are spellcaster foci, but with additional spell affects woven into the items for variety of affects.
 
Staff of Fire (65,000gp): 10 Charges While holding this staff you have resistance against fire damage. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Burning Hands, Faerie Fire, Flame Slash, Hellish Rebuke
  • 2 Charges: Flaming Sphere, Heat Metal, Scorching Ray
  • 3 Charges: Detonate, Fireball
  • 4 Charges: Wall of Fire
  • 5 Charges: Consume Flame

The staff regains 1d6 +4 expended charges on a long rest.
 
Staff of Frost (65,000gp): 10 Charges While holding this staff you have resistance against cold damage. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Armour of Agathys, Create or Destroy Water, Fog Cloud, Ice Knife
  • 2 Charges: Coldfire Blast, Snilloc's Snowball Storm, Snowball
  • 3 Charges: Hunger of Hadar, Sleet Storm
  • 4 Charges: Ice Blades
  • 5 Charges: Cone of Cold

The staff regains 1d6 +4 expended charges on a long rest.
 
Staff of Lightning (65,000gp): 10 Charges While holding this staff you have resistance against lightning damage. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Feather Fall, Taser, Thunderwave, Witch Bolt
  • 2 Charges: Dark Lightning, Shatter, Warding Wind
  • 3 Charges: Lightning Bolt, Thunder Step
  • 4 Charges: Storm Sphere
  • 5 Charges: Lightning Rod

The staff regains 1d6 +4 expended charges on a long rest.
 
Staff of the Dragon (65,000gp): 20 Charges Each of these staves is decorated in a colored scale motif appropriate to the color dragon it represents. The end of each ornate staff bears the likeness of the dragon used to enchant it. While holding this staff you have resistance to the Frightened condition, the element associated with the dragon in question, and proficiency in draconic. Melee attacks with this weapon deal an additional 2d8 elemental damage associated with the Dragon type. While holding the staff you can use an action to expend 4 charges to cause each creature of your choice within 120 feet to become Frightened for 1 minute versus a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success and becoming immune to this affect for the next 24 hours. You can also use an action to expend 3 charges to use a 17th level Dragonborn Breath Attack associated with the staff. The staff regains 2d8+4 expended charges per long rest.
 
Topaz Enchanted Instrument (80,000gp): 10 Charges While using this instrument you have advantage on Performance checks. You can also use the charges in the instrument to use the following abilities;
  • Song of Action (3 charges). As an action you grant one ally that can hear you an extra action on their turn.
  • Song of Healing (5 charges). As an action you cast the Mass Cure Wounds spell.
  • Song of Protection (1 charge). As a reaction you grant magical protection to an ally that can hear you. They gain a +5 AC bonus for one round. You can sing this song after a creature makes its roll, but before the DM determines the outcome.
  • Song of Recall (3 charges). The power of your song restores a spell slot of level 3 or lower for an ally that can hear you.

The instrument regains 1d6 +4 expended charges on a long rest.
 
Staff of Power (150,000gp): 20 Charges While holding this staff you have resistance against cold, fire, force and lightning damage. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Absorb Elements, Cause Fear, Magic Missile, Shield
  • 2 Charges: Misty Step, Snowball, Warding Wind
  • 3 Charges: Fireball, Fly, Lightning Bolt
  • 4 Charges: Arcane Eye, Dimension Door
  • 5 Charges: Wall of Force

The staff regains 2d8 +4 expended charges on a long rest.
 
 

Tattoos

These magical tattoos can be carried in crystal vials, and need someone proficient in Disguise to apply them.
 
Absorbing [Acid/Cold/Fire/Force/Lightning/Necrotic/Poison/Psychic/Radiant/Thunder] (50,000gp): This tattoo takes up one of your attunement slots and has to occupy at least two limbs or chest and upper back, incorporating designs that emphasize a particular element, usually typified with a design and colour associated with that element. This tattoo grants resistance to the particular type of chosen damage type, and when you take damage of the chosen type you can use your reaction to gain immunity against that instance of the damage. You also regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until you take a long rest.
 
Nemesis (62,000gp): This tattoo takes up one of your attunement slots and has to occupy at least two limbs or the chest and upper back, incorporating designs of demons, dragons and other predatory creatures of might. On a hit, you can mark a single creature for the next day. A marked creature cannot regain lost hit points, and has vulnerability to your melee attacks. This ability requires seven days to recharge after the creature dies, or a long rest is the mark dispels on it’s own.
 
Justice of the Gods (66,000gp): This tattoo takes up one of your attunement slots and has to occupy at least two limbs or the chest and upper back, incorporating designs of the gods and djinn that worked together to defeat the forces of Chaos. As an action you can cause divine lightning to strike out around you. All creatures of your choice within 30 feet of you must succeed a Dexterity saving throw or take 3d10 radiant damage, and 3d10 lightning damage, or half as much on a success. You can use this once per long rest.
 
Heavy Barrier (80,000gp): This tattoo takes up one of your attunement slots and has to occupy at least two limbs or the chest and upper back, incorporating designs that resemble liquid metal and symbols of defence. When you are not wearing armour makes your Armour Class 18, and this benefit is still gained using a shield.
 
Blood Fury (90,000gp): This tattoo takes up one of your attunement slots and has to occupy at least two limbs and your entire torso, it evokes fury in its form and colors. While this tattoo is on your skin, you gain the following benefits:
• When you score a critical hit against a creature, that target takes an extra 4d6 necrotic damage, and you gain a number of temporary hit points equal to the necrotic damage dealt.
• When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll.
 
 

Weapon

Magical weapons often contain damaging spells, or elemental forces to harm your foes.
 
Flamesnare Whip (50,000gp): When you roll a critical hit on an attack roll made with this weapon, the target is Restrained. At the start of each of its turns, the target must make a Strength saving throw. It takes 2d6 fire damage on a failure, or half as much damage on a success. A creature that succeeds on its saving throw is also no longer restrained. If you move further than 10 feet away from the target, or attack another creature with the flamesnare whip, the restrained condition ends.
 
Weapon of Thunder and Lightning (60,000gp): 7 Charges While holding this staff, you deal an additional 2d6 lightning to your melee strikes. You can also cast the following spells; Thunderwave (1 charge), Witch Bolt (1 charge), Zephyr Strike (1 charge), Dark Lightning (2 charges), Lightning Bolt (3 charges).
 
Sword of Sharpness (65,000gp): This weapon deals an additional 2d8 weapon damage. When you Attack a creature with this weapon and roll critical hit, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the Effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
 
Divine Heirloom (68,000gp): 3 Charges This weapon was gifted from an angelic projenitor to their mortal progeny. You can expend a charge to gain The Aasimar's 3rd level ability for the next minute. The type of ability depends on the original angelic source of the weapon. This weapon regains 1d3 charges on a long rest.
 
Blade of the Battle Hymn (69,000gp): 5 Charges When you hit a creature with this weapon, they take an additional 1d8 thunder damage on a hit. You can choose to expend a charge on a hit to force a target to make a Wisdom saving throw. On a failure the target is knocked Prone and Deafened for 5 minutes. You regain 1d3 +2 charges on a long rest.
 
Nightbringer (70,000gp): When you hit a creature with this magic weapon, that target must make a Wisdom saving throw. On a failure it is Blinded for 1 minute. At the end of each of its turns, the affected creature can make another saving throw. On a success, the effect ends. If the target’s saving throw is successful or the effect ends for it, then the target is immune to the Blindness/Deafness effect of Nightbringer for the next 24 hours.
 
Oathbow (75,000gp): While using this bow, you can swear an oath against a creature you can see. While marked this way all of your attacks against the marked foe have advantage, deal an additional 3d12 damage and they cannot benefit from partial cover. Once you swear an oath you cannot do so until your next short rest, and if the marked foe lives you have disadvantage against all other targets until your next short rest.
 
Blade of the Djinn (85,000gp): While using this blade, you gain the benefit of the Extra Attack feature. If you already have this feature, you can make an additional attack when making the Attack Action. This weapon deals an extra 2d8 lightning damage.
 
Shisui, the Waterblade (100,000gp): 8 Charges This blade allows you to summon water ad incredible speeds to enhance your abilities. You can expend 1 charge to cast Create or Destroy Water as a bonus action. You can expend 1 charge and substitute one of your weapon attacks with a blasting 15-foot cone of water spray; all creatures must make a Strength saving throw or be pushed 5 feet and knocked Prone. As an action, you can expend 2 charges to propel yourself 30 feet forward, delasing 4d6 slashing damage to any creature you wish within 10ft of that line versus a Dexterity saving throw. This blade regains 1d4 +1 charges on a long rest.
 
Sunblade (120,000gp): This appears to be a simple hilt, you can use a Bonus Action to speak the Command Word to conjure a pure blade of light. The hilt has the finesse or reach property, and requires finesse martial proficiency to use. The blade deals 3d8 radiant damage, and emits 30ft of bright light. The wielder can cast Almighty Assault using their choice of effect from the spell while in column form, they regain this expended use on a short rest.
 
Riptide Bow (135,000gp): 4 Charges This weapon deals an additional 1d10 bludgeoning damage. You can expend charges to cast the following spells; Tidal Wave (1 charge), or Maelstrom (2 charges). This weapon regains 1d3 +1 expended charges on a long rest.
 
Bow of the Spelldrinker (150,000gp): This bow was crafted from the woods of a Dead Magic Zone, and it drinks deeply from the Weave drawn around it. When you see a creature casting a spell within 60 feet of you while holding this bow, you can use your reaction to draw from your own life force and attempt to counter it. When you do, you take 1d6 force damage plus 1d6 for each level of the spell slot used. If the creature is casting a spell of 5th level or lower, its spell fails and has no effect. If it is Casting a Spell of 6th Level or higher, make an ability check using your Spellcasting Ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no Effect. Once this property has been used, it can't be used again until you finish a short or long rest.
 
Blade of Authority (165,000gp): 8 Charges This weapon deals an additional 2d8 weapon damage. You can expend charges to cast the following; Command (1 charge), Compelled Duel (1 charge), Compelled Query (1 charge), Hold Person (2 charges), Zone of Truth (2 charges), Aura of Purity (4 charges), Freedom of Movement (4 charges). This blade regains 1d6 +2 charges on a long rest.
 

Wondrous Items

Magical items that do not fit into the above catagories.
 
Crystal Ball of Ellyn'taal (75,000gp): While touching this item, you can cast Scrying at will.

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